Feature Requests item #3425824, was opened at 2011-10-19 11:16
Message generated for change (Comment added) made by kiheru
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Category: None
Group: None
Status: Open
Resolution: None
Priority: 5
Private: No
Submitted By: Katie Russell (kymara)
Assigned to: Nobody/Anonymous (nobody)
Summary: More granular PVP protection with different level % s
Initial Comment:
Currently PVP is either on (unprotected areas) or off (protected areas), with a blanket rule for level ratio between players, before an attack can take place.
Some levels between this could be introduced, so that nearer Semos and in cities, PVP gets more restricted than it is now, while perhaps in some very far off places it could be even less than it is now.
Displaying the info to players may be tricky, maybe different shades of green on the minimap?
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>Comment By: Kimmo Rundelin (kiheru)
Date: 2011-10-19 23:13
Message:
The protection level could be bound to zone danger levels. Their tracker
entry is at:
https://sourceforge.net/tracker/?func=detail&aid=3426099&group_id=1111&atid=973767
. Then showing the protection level would use the same indicator as the
danger level
----------------------------------------------------------------------
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Developers item #3426081, was opened at 2011-10-19 22:19
Message generated for change (Tracker Item Submitted) made by kiheru
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Category: None
Group: None
Status: Open
Resolution: None
Priority: 5
Private: No
Submitted By: Kimmo Rundelin (kiheru)
Assigned to: Kimmo Rundelin (kiheru)
Summary: Zone colouring: server side support
Initial Comment:
The client can simulate colored light, but server the server side support is not completely there yet.
The simplest would be assuming level 0 outside zones need daylight coloring, but that can not cope with kikareukin clouds, or any other map that might need it too (magic city?). Also it does not fit for any other coloring method (there's client side support for coloring that can do the haze for the twilight zone, but without the flicker).
So basically the server needs to be at some point that "coloring=time"; there are 2 obvious possible ways:
1. specifying it in the zone xml
2. setting it as a map attribute in the tmx itself (these can be set in tiled)
both of those can be scripted for level 0 zones, so there's no need to worry about needing to add ~100 lines manually. Any new maps would need it added manually, whatever way is decided, but new ground level maps are not added often.
So, I want to know, which way do people who work with maps, prefer?
------------------------------------------------------------------------------------------------------------
(another missing thing is way for the server to send updated coloring data only for client that understand it's not a zone change, but the client side support for that is not in place either)
----------------------------------------------------------------------
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Bugs item #3426061, was opened at 2011-10-19 18:16
Message generated for change (Comment added) made by nhnb
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Category: None
Group: None
Status: Open
Resolution: None
Priority: 5
Private: No
Submitted By: Hendrik Brummermann (nhnb)
Assigned to: Nobody/Anonymous (nobody)
Summary: [Stendhal] CoMod in Player.init() dontNotify()
Initial Comment:
On login Turn.notifier is called from the DBQueue thread causing a ConcurrentModificationException.
java.util.ConcurrentModificationException
at java.util.HashMap$HashIterator.nextEntry(HashMap.java:793)
at jajava.util.ConcurrentModificationException
at java.util.HashMap$HashIterator.nextEntry(HashMap.java:793)
at java.util.HashMap$EntryIterator.next(HashMap.java:834)
at java.util.HashMap$EntryIterator.next(HashMap.java:832)
at games.stendhal.server.core.events.TurnNotifier.dontNotify(TurnNotifier.java:194)
at games.stendhal.server.entity.player.Player.<init>(Player.java:274)
at games.stendhal.server.core.engine.transformer.PlayerTransformer.create(PlayerTransformer.java:72)
at games.stendhal.server.core.engine.transformer.PlayerTransformer.transform(PlayerTransformer.java:50)
at games.stendhal.server.core.engine.StendhalRPObjectFactory.transform(StendhalRPObjectFactory.java:96)
at marauroa.server.game.db.RPObjectDAO.readRPObject(RPObjectDAO.java:138)
at marauroa.server.game.db.RPObjectDAO.loadRPObject(RPObjectDAO.java:96)
at marauroa.server.game.db.RPObjectDAO.loadRPObject(RPObjectDAO.java:68)
at marauroa.server.game.db.CharacterDAO.loadCharacter(CharacterDAO.java:355)
at marauroa.server.game.dbcommand.LoadCharacterCommand.execute(LoadCharacterCommand.java:67)
at marauroa.server.game.dbcommand.LoadActiveCharacterCommand.execute(LoadActiveCharacterCommand.java:64)
at marauroa.server.db.command.DBCommandQueueBackgroundThread.processCommand(DBCommandQueueBackgroundThread.java:69)
at marauroa.server.db.command.DBCommandQueueBackgroundThread.run(DBCommandQueueBackgroundThread.java:46)
va.util.HashMap$EntryIterator.next(HashMap.java:834)
at java.util.HashMap$EntryIterator.next(HashMap.java:832)
at games.stendhal.server.core.events.TurnNotifier.dontNotify(TurnNotifier.java:194)
at games.stendhal.server.entity.player.Player.<init>(Player.java:274)
at games.stendhal.server.core.engine.transformer.PlayerTransformer.create(PlayerTransformer.java:72)
at games.stendhal.server.core.engine.transformer.PlayerTransformer.transform(PlayerTransformer.java:50)
at games.stendhal.server.core.engine.StendhalRPObjectFactory.transform(StendhalRPObjectFactory.java:96)
at marauroa.server.game.db.RPObjectDAO.readRPObject(RPObjectDAO.java:138)
at marauroa.server.game.db.RPObjectDAO.loadRPObject(RPObjectDAO.java:96)
at marauroa.server.game.db.RPObjectDAO.loadRPObject(RPObjectDAO.java:68)
at marauroa.server.game.db.CharacterDAO.loadCharacter(CharacterDAO.java:355)
at marauroa.server.game.dbcommand.LoadCharacterCommand.execute(LoadCharacterCommand.java:67)
at marauroa.server.game.dbcommand.LoadActiveCharacterCommand.execute(LoadActiveCharacterCommand.java:64)
at marauroa.server.db.command.DBCommandQueueBackgroundThread.processCommand(DBCommandQueueBackgroundThread.java:69)
at marauroa.server.db.command.DBCommandQueueBackgroundThread.run(DBCommandQueueBackgroundThread.java:46)
----------------------------------------------------------------------
>Comment By: Hendrik Brummermann (nhnb)
Date: 2011-10-19 18:36
Message:
Moving that code to LoginListener will solve the bug.
----------------------------------------------------------------------
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Bugs item #3421164, was opened at 2011-10-10 13:02
Message generated for change (Settings changed) made by nhnb
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Category: Graphics
Group: None
Status: Open
Resolution: None
>Priority: 5
Private: No
Submitted By: bluelads (bluelads99)
Assigned to: Nobody/Anonymous (nobody)
Summary: Mine Town masks change recoloured outfit back
Initial Comment:
Hello,
when you buy a mask by Fidorea during the Mine Town Weeks, your recoloured dress will get the old colour again as long as you wear the mask you bought. When you return the mask, you get the recoloured dress back.
Greetings
Bluelads4
----------------------------------------------------------------------
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Bugs item #3421260, was opened at 2011-10-10 17:44
Message generated for change (Settings changed) made by nhnb
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Category: None
Group: None
Status: Closed
Resolution: Fixed
>Priority: 5
Private: No
Submitted By: bluelads (bluelads99)
Assigned to: MadMetzger (madmetzger)
Summary: Farmer achievement a bit unclear
Initial Comment:
Hello,
the farmer achievement is a bit unclear in relation to the vegetables which you have to harvest. It says that you have to get 3 of all, but the ones needed aren't all of the game... Is there maybe a chance to make that clearer?
----------------------------------------------------------------------
Comment By: MadMetzger (madmetzger)
Date: 2011-10-11 15:03
Message:
OK, thanks for the error report.
Problem is now fixed in CVS.
----------------------------------------------------------------------
Comment By: bluelads (bluelads99)
Date: 2011-10-11 10:59
Message:
Yes the description is better now, thanks for the change
----------------------------------------------------------------------
Comment By: MadMetzger (madmetzger)
Date: 2011-10-11 07:58
Message:
I removed the tomato from the items to harvest and modified the description
a bit. Is that better now?
----------------------------------------------------------------------
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Bugs item #3421736, was opened at 2011-10-11 12:14
Message generated for change (Settings changed) made by nhnb
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Category: None
Group: None
Status: Closed
Resolution: Fixed
>Priority: 5
Private: No
Submitted By: Katie Russell (kymara)
Assigned to: Nobody/Anonymous (nobody)
Summary: Farmer achievement missing vegetables
Initial Comment:
There are lots of vegetables available to harvest which are missing - collard, leek, garlic, artichoke, onion, cauliflower, to name a few (just thinking about soup ingredients and some newer veg). not sure if the mandragora root is classed as a vegetable
http://arianne.cvs.sourceforge.net/viewvc/arianne/stendhal/src/games/stendhal/server/entity/mapstuff/spawner/PassiveEntityRespawnPointFactory.java?view=markup
has a full list of ones created using tiled logic tiles and i'm happy to help verify that they are placed in game once there is a final list
also what about mushrooms? should these count? then there is button mushroom, porcini, perhaps toadstool?
----------------------------------------------------------------------
Comment By: MadMetzger (madmetzger)
Date: 2011-10-12 07:05
Message:
OK, thanks for the error report.
Problem is now fixed in CVS.
----------------------------------------------------------------------
Comment By: MadMetzger (madmetzger)
Date: 2011-10-11 12:18
Message:
Thank you for offering your help to make the list correct. I will adjust
the achievement again according to that file.
I didn't consider collard so far, as I saw it more as a herb. But that's
okay to add, if most think it is a vegetable.
I think for mushrooms could be another achievement, but maybe with
slightly higher numbers to collect. Maybe sth like 5 per mushroom.
----------------------------------------------------------------------
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Bugs item #3426061, was opened at 2011-10-19 18:16
Message generated for change (Tracker Item Submitted) made by nhnb
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including the initial issue submission, for this request,
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Category: None
Group: None
Status: Open
Resolution: None
Priority: 5
Private: No
Submitted By: Hendrik Brummermann (nhnb)
Assigned to: Nobody/Anonymous (nobody)
Summary: [Stendhal] CoMod in Player.init() dontNotify()
Initial Comment:
On login Turn.notifier is called from the DBQueue thread causing a ConcurrentModificationException.
java.util.ConcurrentModificationException
at java.util.HashMap$HashIterator.nextEntry(HashMap.java:793)
at jajava.util.ConcurrentModificationException
at java.util.HashMap$HashIterator.nextEntry(HashMap.java:793)
at java.util.HashMap$EntryIterator.next(HashMap.java:834)
at java.util.HashMap$EntryIterator.next(HashMap.java:832)
at games.stendhal.server.core.events.TurnNotifier.dontNotify(TurnNotifier.java:194)
at games.stendhal.server.entity.player.Player.<init>(Player.java:274)
at games.stendhal.server.core.engine.transformer.PlayerTransformer.create(PlayerTransformer.java:72)
at games.stendhal.server.core.engine.transformer.PlayerTransformer.transform(PlayerTransformer.java:50)
at games.stendhal.server.core.engine.StendhalRPObjectFactory.transform(StendhalRPObjectFactory.java:96)
at marauroa.server.game.db.RPObjectDAO.readRPObject(RPObjectDAO.java:138)
at marauroa.server.game.db.RPObjectDAO.loadRPObject(RPObjectDAO.java:96)
at marauroa.server.game.db.RPObjectDAO.loadRPObject(RPObjectDAO.java:68)
at marauroa.server.game.db.CharacterDAO.loadCharacter(CharacterDAO.java:355)
at marauroa.server.game.dbcommand.LoadCharacterCommand.execute(LoadCharacterCommand.java:67)
at marauroa.server.game.dbcommand.LoadActiveCharacterCommand.execute(LoadActiveCharacterCommand.java:64)
at marauroa.server.db.command.DBCommandQueueBackgroundThread.processCommand(DBCommandQueueBackgroundThread.java:69)
at marauroa.server.db.command.DBCommandQueueBackgroundThread.run(DBCommandQueueBackgroundThread.java:46)
va.util.HashMap$EntryIterator.next(HashMap.java:834)
at java.util.HashMap$EntryIterator.next(HashMap.java:832)
at games.stendhal.server.core.events.TurnNotifier.dontNotify(TurnNotifier.java:194)
at games.stendhal.server.entity.player.Player.<init>(Player.java:274)
at games.stendhal.server.core.engine.transformer.PlayerTransformer.create(PlayerTransformer.java:72)
at games.stendhal.server.core.engine.transformer.PlayerTransformer.transform(PlayerTransformer.java:50)
at games.stendhal.server.core.engine.StendhalRPObjectFactory.transform(StendhalRPObjectFactory.java:96)
at marauroa.server.game.db.RPObjectDAO.readRPObject(RPObjectDAO.java:138)
at marauroa.server.game.db.RPObjectDAO.loadRPObject(RPObjectDAO.java:96)
at marauroa.server.game.db.RPObjectDAO.loadRPObject(RPObjectDAO.java:68)
at marauroa.server.game.db.CharacterDAO.loadCharacter(CharacterDAO.java:355)
at marauroa.server.game.dbcommand.LoadCharacterCommand.execute(LoadCharacterCommand.java:67)
at marauroa.server.game.dbcommand.LoadActiveCharacterCommand.execute(LoadActiveCharacterCommand.java:64)
at marauroa.server.db.command.DBCommandQueueBackgroundThread.processCommand(DBCommandQueueBackgroundThread.java:69)
at marauroa.server.db.command.DBCommandQueueBackgroundThread.run(DBCommandQueueBackgroundThread.java:46)
----------------------------------------------------------------------
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Feature Requests item #3425824, was opened at 2011-10-19 09:16
Message generated for change (Tracker Item Submitted) made by kymara
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https://sourceforge.net/tracker/?func=detail&atid=351111&aid=3425824&group_id=1111
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including the initial issue submission, for this request,
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Category: None
Group: None
Status: Open
Resolution: None
Priority: 5
Private: No
Submitted By: Katie Russell (kymara)
Assigned to: Nobody/Anonymous (nobody)
Summary: More granular PVP protection with different level % s
Initial Comment:
Currently PVP is either on (unprotected areas) or off (protected areas), with a blanket rule for level ratio between players, before an attack can take place.
Some levels between this could be introduced, so that nearer Semos and in cities, PVP gets more restricted than it is now, while perhaps in some very far off places it could be even less than it is now.
Displaying the info to players may be tricky, maybe different shades of green on the minimap?
----------------------------------------------------------------------
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Bugs item #3425777, was opened at 2011-10-19 07:13
Message generated for change (Tracker Item Submitted) made by ogeretal
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Category: None
Group: None
Status: Open
Resolution: None
Priority: 5
Private: No
Submitted By: Ogeretal (ogeretal)
Assigned to: Nobody/Anonymous (nobody)
Summary: Hell exit sentence
Initial Comment:
You solved the riddle correctly and earned 100 XP.
If you have reached the max amount of points, that sentence is not true. Maybe it should be replaced or maybe, if you are at maximum level, you should always loose points when leaving hell.
----------------------------------------------------------------------
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